Curabel Campaign Order of Play

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Order of Events

Game Turn (Dungeon Exploration)

  1. Check for Wandering Monsters (default is 1 roll/2 turns)
  2. Party Moves/Enters Room/Listens/Searches
    1. Ask for PC intentions
  3. No Monsters = Turn End
  4. Monsters = Encounter
    1. Monster Distance (2d6 x 10 feet)
    2. Surprise Roll (2-in-6 standard)
    3. Monster Reaction Roll (2d6 roll)
    4. Party/Monster Reactions
  5. End of Turn
    1. Mark off Passage of Time, etc.

Game Day (Wilderness Exploration)

  1. Party decides direction of travel
  2. Check/Determine Weather
  3. Check for Getting Lost
  4. Check for Wandering Monsters (3/4 check each day)
  5. No Monsters = Day End
  6. Monsters = Encounter
    1. Monster Distance (4d6 x 10 yards)
    2. Surprise Roll (2-in-6 standard)
    3. Monster Reaction Roll (2d6 Roll)
    4. Party/Monster Reactions
  7. End Turn
    1. Mark off Passage of Time, etc.

Combat Sequence

  1. Initial Actions
    1. Check for Surprise (2-in-6 standard)
    2. Monster Reaction Roll (2d6 Roll)
  2. Round Actions
    1. Check Morale/Loyalty (First Casualty; 50% Losses)
    2. Ask PCs for intentions
    3. Initiative Roll
    4. Resolution of Actions (Dex Order for PCs within Category)
      1. Cleric Turning/Psionics
      2. Magic Items w. no Activation Time
      3. Charges & Set Spears
      4. Missile, Melee, Unarmed Attacks
      5. Spells, Scrolls, Items w. Activation Times
      6. Movement
  3. Conclusion: Mark Time; Record Rest Turn